Raised This Month: $ Target: $400
 0% 

FF2 Freak Fortress 2 1.10.14 Released


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
hamza47sohail
Senior Member
Join Date: Jan 2014
Old 05-16-2014 , 10:02   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #1

Quote:
Originally Posted by friagram View Post
Pretty sure botkillers are client side things. There is an entity, but you can't do much with them. Deleting them or calling removewearable on the fob does nothing... Setting alpha or render mode does nothing... There might be another call to remove them, but i've no idea what it is. If you try to return plugins stop when they are created, the server hangs.

I've just been returning plugin handled in ogni for all botkillers.. And making new weapons on a timer if they are still on red. Totally not ideal but works. But also bans botkillers.
So can anyone release a plugin here that just blocks all botkillers and replaces them with the default weapon for that item/weapon slot.
hamza47sohail is offline
The_dr
Senior Member
Join Date: Jan 2012
Location: Canada
Old 05-16-2014 , 09:47   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #2

Fixed my crashing problem, I had to update sourcemod again, they messed up on there gamedata file.
__________________
iRON Servers
The_dr is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 05-16-2014 , 10:34   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #3

Since I don't have any botkillers, I haven't actually been able to test whether RemovePlayerItem (which does an SDKCall to CTFPlayer::RemovePlayerItem(CBaseCombatWeapon *) for the client) removes the BotKiller heads. In theory it should simply because it's the "correct" way to remove an item, much like calling [TF2] Wearables's* TF2_RemovePlayerWearable (which does an SDKCall to CTFPlayer::RemoveWearable(CEconWearable *)) should remove any extra wearables and restore any bodygroups said wearable changed.

Unfortunately, TF2_RemoveWeaponSlot and TF2_RemoveAllWeapons were updated a while back to use the Kill input instead.

For that matter, KillHierarchy may remove the botkiller heads as well... it's unknown at this time.

* Note that the only reason this plugin isn't released on this site is because TF2_GetPlayerLoadoutSlot doesn't have proper Windows gamedata and I might remove it anyway due to it only returning one of the 3 Cosmetic slot items... which is the entire reason it existed in the first place.
__________________
Not currently working on SourceMod plugin development.

Last edited by Powerlord; 05-16-2014 at 10:40.
Powerlord is offline
friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 05-16-2014 , 22:31   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #4

Quote:
Originally Posted by Powerlord View Post
Since I don't have any botkillers, I haven't actually been able to test whether RemovePlayerItem (which does an SDKCall to CTFPlayer::RemovePlayerItem(CBaseCombatWeapon *) for the client) removes the BotKiller heads. In theory it should simply because it's the "correct" way to remove an item, much like calling [TF2] Wearables's* TF2_RemovePlayerWearable (which does an SDKCall to CTFPlayer::RemoveWearable(CEconWearable *)) should remove any extra wearables and restore any bodygroups said wearable changed.

Unfortunately, TF2_RemoveWeaponSlot and TF2_RemoveAllWeapons were updated a while back to use the Kill input instead.

For that matter, KillHierarchy may remove the botkiller heads as well... it's unknown at this time.

* Note that the only reason this plugin isn't released on this site is because TF2_GetPlayerLoadoutSlot doesn't have proper Windows gamedata and I might remove it anyway due to it only returning one of the 3 Cosmetic slot items... which is the entire reason it existed in the first place.


It's had both removeplayeritem and acceptentityinput kill for a long while now, I do this:

PHP Code:
stock TF2_RemoveWeaponSlot(clientslot)
{
    
decl ew;
    new 
weaponIndex;
    while ((
weaponIndex GetPlayerWeaponSlot(clientslot)) != -1)
    {
        
ew GetEntPropEnt(weaponIndexProp_Send"m_hExtraWearable");
        if(
IsValidEntity(ew))
        {
            
TF2_RemoveWearable(clientew);
        }
        
RemovePlayerItem(clientweaponIndex);
        
AcceptEntityInput(weaponIndex"Kill");
    }

It seems to work on everything, but bot killers.
I've tried not using acceptentitinput kill, removeedict, etc, nothing gets rid of them.
I think, I'll try just using removeplayeritem, but I think it does nothing.. because when I tried just doing it, nothing happens at all. Don't know if it's broken on windows, or linux, or both, or what.

Not calling removewearable on the fob, also seems to do nothing, so I've no idea.
__________________
Profile - Plugins
Add me on steam if you are seeking sp/map/model commissions.

Last edited by friagram; 05-16-2014 at 22:33.
friagram is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 05-16-2014 , 23:56   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #5

Quote:
Originally Posted by friagram View Post
It's had both removeplayeritem and acceptentityinput kill for a long while now, I do this:

PHP Code:
stock TF2_RemoveWeaponSlot(clientslot)
{
    
decl ew;
    new 
weaponIndex;
    while ((
weaponIndex GetPlayerWeaponSlot(clientslot)) != -1)
    {
        
ew GetEntPropEnt(weaponIndexProp_Send"m_hExtraWearable");
        if(
IsValidEntity(ew))
        {
            
TF2_RemoveWearable(clientew);
        }
        
RemovePlayerItem(clientweaponIndex);
        
AcceptEntityInput(weaponIndex"Kill");
    }

It seems to work on everything, but bot killers.
I've tried not using acceptentitinput kill, removeedict, etc, nothing gets rid of them.
I think, I'll try just using removeplayeritem, but I think it does nothing.. because when I tried just doing it, nothing happens at all. Don't know if it's broken on windows, or linux, or both, or what.

Not calling removewearable on the fob, also seems to do nothing, so I've no idea.
You may also need to handle "m_hExtraWearableViewModel"
__________________
Not currently working on SourceMod plugin development.
Powerlord is offline
The_dr
Senior Member
Join Date: Jan 2012
Location: Canada
Old 05-16-2014 , 10:48   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #6

Are you having the problem with when the player spawns using a bot killer weapon, the head gets stuck on all they players. If so then If there was a mod made that replaces bot killer weapons with there normal, wouldn't it still not work with FF2 since the plugin re-equips the weapon they have acquitted, not the one they are holding.
__________________
iRON Servers
The_dr is offline
friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 05-17-2014 , 00:10   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #7

Hmm, i think i tested that before, but it was always -1
I'll check again later.
I even tried findentitybyclassname on all tf_wearabales.. And removing the ones with the fob model. I guess it's possible that there is something higher up the higherarchy that needs to be removed, such as a viewmodel
__________________
Profile - Plugins
Add me on steam if you are seeking sp/map/model commissions.
friagram is offline
hamza47sohail
Senior Member
Join Date: Jan 2014
Old 05-17-2014 , 14:21   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #8

Wliu how is 1.10 coming?
Keep up the good work
hamza47sohail is offline
Wliu
Veteran Member
Join Date: Apr 2013
Old 05-17-2014 , 20:59   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #9

Trying to fix an exploit where people can spawn into blue team whenever they feel like it. Then it'll be good to go.
__________________
~Wliu
Wliu is offline
Ojing
Junior Member
Join Date: Apr 2014
Old 05-18-2014 , 01:29   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #10

*Question about queue points error*

If hale give up or exit the game, queue points is give ordinarily.
but when users kill hale, there was error

[SM] Displaying call stack trace for plugin "freak_fortress_2.smx":
L 05/18/2014 - 14:07:26: [SM] [0] Line 2330, tf\addons\sourcemod\scripting\freak_fortress_ 2.sp::event_round_end()

and queue points are not given

ps) I use 1.10.0version which i download at github

https://github.com/50DKP/FF2-Official

Last edited by Ojing; 05-18-2014 at 01:33.
Ojing is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 13:57.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode